package flash.display {
	
	
	import flash.geom.Rectangle;
	import flash.media.SoundTransform;
	
	
	/**
	 * @externs
	 * The Sprite class is a basic display list building block: a display list
	 * node that can display graphics and can also contain children.
	 *
	 * A Sprite object is similar to a movie clip, but does not have a
	 * timeline. Sprite is an appropriate base class for objects that do not
	 * require timelines. For example, Sprite would be a logical base class for
	 * user interface(UI) components that typically do not use the timeline.
	 *
	 * The Sprite class is new in ActionScript 3.0. It provides an alternative
	 * to the functionality of the MovieClip class, which retains all the
	 * functionality of previous ActionScript releases to provide backward
	 * compatibility.
	 */
	public class Sprite extends DisplayObjectContainer {
		
		
		/**
		 * Specifies the button mode of this sprite. If `true`, this
		 * sprite behaves as a button, which means that it triggers the display of
		 * the hand cursor when the pointer passes over the sprite and can receive a
		 * `click` event if the enter or space keys are pressed when the
		 * sprite has focus. You can suppress the display of the hand cursor by
		 * setting the `useHandCursor` property to `false`, in
		 * which case the pointer is displayed.
		 *
		 * Although it is better to use the SimpleButton class to create buttons,
		 * you can use the `buttonMode` property to give a sprite some
		 * button-like functionality. To include a sprite in the tab order, set the
		 * `tabEnabled` property(inherited from the InteractiveObject
		 * class and `false` by default) to `true`.
		 * Additionally, consider whether you want the children of your sprite to be
		 * user input enabled. Most buttons do not enable user input interactivity
		 * for their child objects because it confuses the event flow. To disable
		 * user input interactivity for all child objects, you must set the
		 * `mouseChildren` property(inherited from the
		 * DisplayObjectContainer class) to `false`.
		 *
		 * If you use the `buttonMode` property with the MovieClip
		 * class(which is a subclass of the Sprite class), your button might have
		 * some added functionality. If you include frames labeled _up, _over, and
		 * _down, Flash Player provides automatic state changes(functionality
		 * similar to that provided in previous versions of ActionScript for movie
		 * clips used as buttons). These automatic state changes are not available
		 * for sprites, which have no timeline, and thus no frames to label. 
		 */
		public function get buttonMode ():Boolean { return false; }
		public function set buttonMode (value:Boolean):void {}
		
		protected function get_buttonMode ():Boolean { return false; }
		protected function set_buttonMode (value:Boolean):Boolean { return false; }
		
		public function get dropTarget ():DisplayObject { return null; }
		
		/**
		 * Specifies the Graphics object that belongs to this sprite where vector
		 * drawing commands can occur.
		 */
		public function get graphics ():Graphics { return null; }
		
		protected function get_graphics ():Graphics { return null; }
		
		public var hitArea:Sprite;
		
		// #if flash
		// @:noCompletion @:dox(hide) public var soundTransform:SoundTransform;
		// #end
		
		/**
		 * A Boolean value that indicates whether the pointing hand(hand cursor)
		 * appears when the pointer rolls over a sprite in which the
		 * `buttonMode` property is set to `true`. The default
		 * value of the `useHandCursor` property is `true`. If
		 * `useHandCursor` is set to `true`, the pointing hand
		 * used for buttons appears when the pointer rolls over a button sprite. If
		 * `useHandCursor` is `false`, the arrow pointer is
		 * used instead.
		 *
		 * You can change the `useHandCursor` property at any time; the
		 * modified sprite immediately takes on the new cursor appearance. 
		 *
		 * **Note:** In Flex or Flash Builder, if your sprite has child
		 * sprites, you might want to set the `mouseChildren` property to
		 * `false`. For example, if you want a hand cursor to appear over
		 * a Flex <mx:Label> control, set the `useHandCursor` and
		 * `buttonMode` properties to `true`, and the
		 * `mouseChildren` property to `false`.
		 */
		public var useHandCursor:Boolean;
		
		
		/**
		 * Creates a new Sprite instance. After you create the Sprite instance, call
		 * the `DisplayObjectContainer.addChild()` or
		 * `DisplayObjectContainer.addChildAt()` method to add the Sprite
		 * to a parent DisplayObjectContainer.
		 */
		public function Sprite () {}
		
		
		/**
		 * Lets the user drag the specified sprite. The sprite remains draggable
		 * until explicitly stopped through a call to the
		 * `Sprite.stopDrag()` method, or until another sprite is made
		 * draggable. Only one sprite is draggable at a time.
		 *
		 * Three-dimensional display objects follow the pointer and
		 * `Sprite.startDrag()` moves the object within the
		 * three-dimensional plane defined by the display object. Or, if the display
		 * object is a two-dimensional object and the child of a three-dimensional
		 * object, the two-dimensional object moves within the three dimensional
		 * plane defined by the three-dimensional parent object.
		 * 
		 * @param lockCenter Specifies whether the draggable sprite is locked to the
		 *                   center of the pointer position(`true`), or
		 *                   locked to the point where the user first clicked the
		 *                   sprite(`false`).
		 * @param bounds     Value relative to the coordinates of the Sprite's parent
		 *                   that specify a constraint rectangle for the Sprite.
		 */
		public function startDrag (lockCenter:Boolean = false, bounds:Rectangle = null):void {}
		
		// #if flash
		// @:noCompletion @:dox(hide) public function startTouchDrag (touchPointID:Int, lockCenter:Bool = false, bounds:Rectangle = null):Void;
		// #end
		
		/**
		 * Ends the `startDrag()` method. A sprite that was made draggable
		 * with the `startDrag()` method remains draggable until a
		 * `stopDrag()` method is added, or until another sprite becomes
		 * draggable. Only one sprite is draggable at a time.
		 * 
		 */
		public function stopDrag ():void {}
		
		// #if flash
		// @:noCompletion @:dox(hide) public function stopTouchDrag (touchPointID:Int):Void;
		// #end
		
		
	}


}